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silkcrow_5

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A member registered Feb 25, 2026 · View creator page →

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(2 edits)

Hello everyone! I recently updated the demo for my game, Eternal Fracture. The game is no longer in the playtesting stage!

In Eternal Fracture, you play as officer T. A grieving police officer that gets dispatched to the Bayou Mall in Louisiana to reset a known malfunctioning security system. What was supposed to be just another late-night routine sweep turns into dread. You are being watched.

Itch page here: https://silkcrow-5.itch.io/eternal-fracture






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Below is the list of improvements / additions to the Eternal Fracture - Demo:

  • Fixed issue with notes being too blurry to read on certain settings. Notes are now crisp and clear on all hardware / graphics settings.
  • Added Smooth Framerate improvements to stabilize timing between frames, reducing GPU stutter / random frame drops.
  • Added more songs to arcade mini game.
  • Officer animations have been improved.

Mid to lower range hardware should be able to run Eternal Fracture better than before!

Steam page: https://store.steampowered.com/app/4700090/Eternal_Fracture

Itch page: Eternal Fracture by silkcrow_5

Eternal Fracture - DEMO - is now live on Steam! 

After rolling out a couple of polishing updates, I felt it was time to release the demo of my game onto steam. I will leave the link to the steam page here for anyone that is interested:

https://store.steampowered.com/app/4700090/Eternal_Fracture/

Full game will include new enemies, upgrade system, and more!

(3 edits)

Before the updated crosshair system I have now, I had a crosshair that was in the world. It actually collided with objects when you were aiming the pistol to let you know where your bullet would land. 

However, after some feedback I realize that some players were having a hard time getting the crosshair to line up with an enemy. The crosshair was essentially going BEHIND the enemies, but the bullet was still landing where the crosshair was pointing. I see now that I got so used to It that I didn't really notice it anymore. This is why playtesting is so important. 

Anyway, these are the improvements I made to the demo of my game, Eternal Fracture:

  • Overhauled crosshair and bullet impact. Bullets now land where the player intends to hit.
  • Bullet spread has been added to improve the realism of ranged shots. The longer the range, the more the bullets will spread.
  • Improved dialogue exchanges.
  • Added controls list to pause menu

If you would like to try it out, the link to the games page will be here:

https://silkcrow-5.itch.io/eternal-fracture

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I actually really like how the cars feel and turn. Each car has its own stats which is very cool. The only thing I think needs to be added is a sound for when the player is on their last lap. The race ended very abruptly and it took me by surprise. Also, after a race, it seems like the "To Menu" button sometimes works and sometimes doesn't. Other than that I can see someone putting in a lot of time into this. Good luck on the revamping of the game it is definitely looking and feeling great!

(5 edits)

Hello everyone! A few days ago I dropped a demo for Eternal Fracture. My psychological horror / thriller game. The game takes place inside of a shopping mall in Louisiana. However, the world is no longer familiar once you step inside. Rifts have opened up and is causing chaos. You must now help shut them down. Can you solve the mysteries of the mall or be consumed by its shadows? 

The demo is about 30 minutes of gameplay. The demo comes out of the box with:

  • save system
  • non-linear mall environment
  • Mystery mini-game

Please let me know if you have any performance issues or bugs. Thank you! I will update everyone on the games progress once I make a decent amount of progress. 

Link to the game here: 

https://silkcrow-5.itch.io/eternal-fracture

https://silkcrow-5.itch.io/eternal-fracture